Page 4 of 5
Posted: Thu Feb 21, 2008 2:42 pm
by Tazcrosblade_
yeah i really think that yeah medics do get a free inf wep but they seem to think that just because they dont have resupply means that they can only use the medic wep.
Posted: Thu Feb 21, 2008 2:51 pm
by DW_Mobius
Astounding fact: Weapons of Infinity grow on trees. The only time adren masters who will roll weapons for me is late at night. Otherwise, it's a pain to get anyone to help me out.
Aside note: No one is having problems with their Medic character. We just believe that it is no longer fun to play with a character that has no resources at their disposal. That's great that it's efficient enough for you.
Posted: Thu Feb 21, 2008 3:05 pm
by Inspector
Posted: Thu Feb 21, 2008 4:34 pm
by Desko
Redeemer wrote:Astounding fact: The only time adren masters who will roll weapons for me is late at night. Otherwise, it's a pain to get anyone to help me out.
Find better Adrenaline Masters.
no resources at their disposal.
This is quite untrue. Medics have Advanced Damage Reduction, a Medic Weapon, Regeneration, Monsters, pretty much everything you need? What do you want more resources for? What do you need that you do not have?
Posted: Thu Feb 21, 2008 5:18 pm
by Tazcrosblade_
me thinks the man would like to be able to use the magic modifyer on oh say a deemer......
Posted: Thu Feb 21, 2008 5:31 pm
by DW_Mobius
Yep, that must be it.
Posted: Thu Feb 21, 2008 7:00 pm
by DW_WailofSuicide
Yay! Another Medic thread.
Yeah, it's a problem. The Medic weapon isn't worth giving up all the other weapons.
Anyway, what I would get behind is giving Medics some amount of ammo regeneration every time they heal someone. It's definitely possible. The issue in my mind is that involves moving towards DWRPG, and I have no idea whether that's a step Wraith and Bio also want to make.
Some other stuff: We could rip some of the artifacts out of the latest version of DruidsRPG. There's some kind of healing blast artifact, and a healing sphere artifact that could at least be ported to medics. I'm sure there's also a number of new artifacts for Adrenaline Masters, but (IMO) they don't need any more.
WailLords beta 2 has some WailLords that are specifically designed to be used as pets, and are more powerful than normal monsters. I passed that along to Bio since I don't really have that much free time to work on this stuff anymore, I don't know if he has made any progress with that.
Posted: Thu Feb 21, 2008 11:38 pm
by Tazcrosblade_
well you guys do know that there are two more classes other than medics right? so if you think medics are uber weak, well a weapon master has resupply, and adren masters can globe, so...... merry christmas..... have a ball.
Posted: Thu Feb 21, 2008 11:52 pm
by DW_Mobius
Taz... We're talking about medics. We do have Weapon Masters and Adrenaline Masters too, but we really just want to talk about Medics in this thread. When we want to talk about Weapon Masters, we'll make a thread about Weapon Masters. Also, when we want to talk about Adrenaline Masters, we'll make a thread about Adrenaline Masters.
If medics were to not have any kind of increased damage I think it would be kind of cool to get very defensive skills, such as maybe an aura that heals people who are in range, or a large shield like Bio's new Miniboss's to protect weak allies. I would love to help in ANY way, but I'm no good at coding or anything like what it would need. I'm at this point just an idea man.
Posted: Fri Feb 22, 2008 10:25 am
by DW_WailofSuicide
Well, I spent some time last night/this morning looking at DruidsRPG214.
There's a lot of new toys, but the majority of it is geared towards the Engineer class. Personally, I don't particularly like the idea of the Engineer class, particularly when I feel like its abilities (e.g. Shield healing) step on other classes' toes (i.e. Medics), and it generally seems to be regarded as overpowered.
Adren Masters get 9 new artifacts in this setup. I think that would be pretty ridiculous on our server, but IIRC the max adrenaline on DC is only ~300. Combined with fewer custom monsters with jacked-up points values, and Disastrous Consequences running mostly stock-DM maps without adren spots or specifically crafted hiding places, makes a very different environment there than here.
List of AM artifacts:
ExtraArtifact(0)=Class'DruidsRPG214.ArtifactLightningBolt'
ExtraArtifact(1)=Class'DruidsRPG214.ArtifactLightningBeam'
ExtraArtifact(2)=Class'DruidsRPG214.ArtifactMegaBlast'
ExtraArtifact(3)=Class'DruidsRPG214.ArtifactFreezeBomb'
ExtraArtifact(4)=Class'DruidsRPG214.ArtifactPoisonBlast'
ExtraArtifact(5)=Class'DruidsRPG214.ArtifactRepulsion'
TeamArtifact(0)=Class'DruidsRPG214.ArtifactSphereInvulnerability'
TeamArtifact(1)=Class'DruidsRPG214.ArtifactSphereDamage'
TeamArtifact(2)=Class'DruidsRPG214.ArtifactRemoteDamage'
TeamArtifact(3)=Class'DruidsRPG214.ArtifactRemoteInvulnerability'
TeamArtifact(4)=Class'DruidsRPG214.ArtifactRemoteMax'
Invulnerability Sphere and Remote Invulnerability I would want for Medics. Damage Sphere and Remote Damage for Weapon Masters. The others I don't really have super strong opinions on, other than disliking the idea of giving yet more options to Adrenaline Masters in general. I've also seen several posts regarding Lighting Bolt/Beam as being overpowered, and if people are saying that it's probably really noticeably out of whack.
There's also a Healing Sphere and a Healing Blast for Medics, as well as a Shield Sphere and a Shield Blast (originally for Engineers).